Thanks for pointing this out!
I've updated the visibility to public - now it should work.
Unfortunately game is not complete as I didn't have enough time this week to truly work on polishing it :< - but the core mechanics are in place.
Description (AI Generated / Translated - code is not):
Description
Hex (split) and Merge is a dynamic 2D arcade game built with Raylib in C++. Players control a growing cluster of hexagons on a large grid-based arena, navigating the environment to gather stray hexagons while dodging and clashing with CPU-controlled opponents.
Gameplay Mechanics
- Merge: Travel across the arena (sized 4000x4000) populated by hundreds of colorful stray hexagons. Colliding with a stray hexagon absorbs it, attaching it directly to the collision point of your cluster. If that stray hexagon was part of a larger cluster, the entire connected group is recursively merged into your shape.
- Split: Engage in tactical combat against CPU players. When two clusters collide, the intersecting hexagons on both sides are destroyed. If this destruction cuts off any group of hexagons from your core center hexagon, they will split off, drift away in the direction of the impact, and turn back into collectable stray hexagons after a brief duration.
- Survival: Your goal is to protect your core center hexagon (marked with a yellow indicator). If your center hexagon is destroyed, it is Game Over; all your collected hexagons scatter across the board and you must restart.
- Dynamic Camera: The camera automatically tracks your center hexagon and zooms out as your cluster grows, letting you manage and appreciate your massive structures.
Features
- Fluid Cluster Grid-Math: Hexagons snap and align perfectly on a 6-sided layout.
- Dynamic Separation Engine: Real-time graph traversal detects when pieces are disconnected from the center and separates them into independent drifting objects.
- Varying CPU Strategies: AI clusters spawn with different behaviors (random roaming, sideways, or straight-line building).
- Responsive Dynamic Camera: Automatically adjusts camera zoom based on the farthest hexagon distance.
- Cross-platform: Ready for Desktop compilation or Web target export (via Emscripten).
Controls
Movement (Relative to rotation):
W - Move Forward
S - Move Backward
A - Strafe Left
D - Strafe Right
Rotation:
Left Arrow - Rotate Counter-Clockwise
Right Arrow - Rotate Clockwise